Jump to content

Tactics for Fighting Against Sisters Of Battle


WeWillBuryYou

Recommended Posts

Rune Priests are never a bad idea and are usually very potent. Their Seraphim are good jump troops and of course they are heavy with flamers. The WH Inquisitors are solid psykers and their retinues can seriously boost their abilities.
Not to mention his psychic hood doesn't have a range. (Very annoying to my friend who plays eldar and thousand sons) Stay away from the arcos in close combat. They're not very nice. I've had a lot of experience playing them seeing that my wife plays them.

Against sisters you want to get in CC or stay outside 12", with as little time as possible spent in between. Long Fangs with Plasmacannons are good for shredding infantry squads, but Id rather take Missile Launchers to take down transports personally.

 

As always, a good solid core of Grey Hunters will go a long way- easily as destructive as sisters man-for-woman at ranged theyre simply superior in close combat in every way. I reccommend either Podding or Rhino mounted squads to spend as little time as possible getting close to them.

 

Stormcaller is an invaluable power for a mounted force, as many WH weapons are AP 1, and Murderous Hurricane is excellant in no large part because of the combination of sisters T3 and general lack of grenades.

 

I also reccommend Whirlwinds and Vindicators, as either wounds on 2+, its just range versus AP on this one. Whirlwinds should win out though if you expect IG allies.

 

Lastly, TWC/FWs are excellant choices with their 24" charge, wich completely bipasses almost any weapon in the WH arsenal.

Redeemer might be a solid choice as well, given its AP3 flamers.

 

Beware the Exorcists as well as the possibility of turn 2 melta rushes with the FA sisters in rhino transports. Beyond that, Mage's advice is fairly sage (lol!) and will see you through, dice permitting. Get in melee, frag transports, try not to deepstrike. You could build your list like a 13th company list of old, using F. Wolves as a first strike wave, tying up their bolter wenches long enough for your Hunter units to close distance. I'd still run Rhinos, probably deploy at edge of zone, roll forward and pop smoke T1, T2 disembark, move, assault. Dogs would've assaulted T1 where possible.

Just started a 3000 point game with my wolves against 1000 points of Thousand Sons, 1000 points of Orks and 1000 points of Sisters. TWC with TW Lord are working great! I was able to charge the first turn and killed off a 15 woman squad of sisters. Her faith points are working and her seraphim squad got a 3+ invul out of it. Also watch them because they have a nasty hit and run rule. As for your Rune Priest, she has Shield of Faith that allows her to count force weapons as power weapons. Meaning you can't kill them instantly. That goes for any squad or character with the Adapta Sororitas rule. And they nullify psychic attacks on a 5+.
Just started a 3000 point game with my wolves against 1000 points of Thousand Sons, 1000 points of Orks and 1000 points of Sisters. TWC with TW Lord are working great! I was able to charge the first turn and killed off a 15 woman squad of sisters. Her faith points are working and her seraphim squad got a 3+ invul out of it. Also watch them because they have a nasty hit and run rule. As for your Rune Priest, she has Shield of Faith that allows her to count force weapons as power weapons. Meaning you can't kill them instantly. That goes for any squad or character with the Adapta Sororitas rule. And they nullify psychic attacks on a 5+.

 

That was pretty good one for so small space. I just want to add to this that their Divine Guidance -act of faith is realy killer if you don't look out for it. Basicaly what it does is that on the roll od 6 to wound their attack (shooting or melee) counts as AP1. This means that Heavy flamer+Flamer and some 15 bolter shots can cripple your squad almost like flamestorm cannon, exept that they can do it to terminators too. As for that "spirit of the martyr" (gives inv. save equal to the armour save) it is recomended that you rely on many hits and wounds instead of low AP weapons (with SW army this shouldn't be a problem).

 

Also, look out for the Exorcists, they are usualy fielded in pairs (or more) and they are one of the most scariest tanks you can get for 135 points (140 if with EA) i saw pair of them wiping out horde of biker Nobs in 2 turns. My recomendation for these would be large number of Long Fangs (maybe a pack per EXO) or Scout packs with meltas. If possible both, because Long Fangs have other targets too and it is possible to block BEL attack by spreading a squad along the table edge.

 

Few small details:

 

SoB don't get a powerfist, they get an evicerator witch is 2 handed S6 Chainfist. S6 can be boosted to S8 by an act of faith.

 

SoB army can include IG troops. If there is 2 IG platoons in the army they can also have Sentinells and Leman Russ tanks.

 

SoB have Stubborn rule unless your opponent is nOOb. For 5 points their veterans can get a "Book of St. Lucius" that gives the bearer 6" area where anyone can use bearers UNMODIFIED ld. (bit bad english i know) Veterans have LD. of 9 and Cannoness 10.

 

SoB can borrow IG chimera from one of the IG platoons, so be carefull, there may be another HF coming from there and Chimera has bigger roof hatch.

 

NOTE. I have never played against SoB with SW. I just played WH for few years. But i'm going to have a go next week.

One of my local players uses sisters.. His Cannonness ends up with a 2+ armor save and a jump pack. One shooting round I sent everything I had at her and she still survived. It was sickening. I really wish acts of faith counted as psyker powers lol. anyways...the trick to dealing with the characters like that is to make sure that they have to burn their faith points repeatedly and rapidly.
Don't hurt squads, kill entire squads. Those faith points will tear you up. Kill the HQ and Seraphim first. Be very aggressive, and focus on a unit until it's gone. Well played witch hunters are very hard for anyone to beat, but aggression is the way to do it. Get in their face, they drop like guard!
Don't hurt squads, kill entire squads. Those faith points will tear you up. Kill the HQ and Seraphim first. Be very aggressive, and focus on a unit until it's gone. Well played witch hunters are very hard for anyone to beat, but aggression is the way to do it. Get in their face, they drop like guard!

 

Specialy if played with IG screen. SW may be one of the best armies to deal with WH, but even then it may not be easy.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.